Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat
3rd +3 +3 +1 +1  
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1  
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2  
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3  
10th +10/+5 +7 +3 +3 Bonus feat
11th +11/+6/+1 +7 +3 +3  
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4  
14th +14/+9/+4 +9 +4 +4 Bonus feat
15th +15/+10/+5 +9 +5 +5  
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5  
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6  
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat
D10
Int + 2
6d4 x 10 (150 gp)

All of the following are class features of the fighter.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as martial feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. 

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

 

Alternate Class Features

Aligned Strike (Su): At 4th or any even-numbered higher level, a fighter can take this benefit instead of a bonus feat. As a free action, he can align his weapon along one alignment component for the purpose of overcoming damage reduction. This effect lasts until he chooses to end it or change it (as a free action) to another alignment component, or until he no longer wields the weapon.

Ammunition or a thrown weapon affected by this ability remains aligned until it either strikes a target or misses.

Armored Mage ACF

Special Requirement: Knowledge (arcana) 1 rank

You lose proficiency with medium and heavy armor. Choose one arcane spellcasting class, such as sorcerer. You can avoid any chance of arcane spell failure for spells gained from this class as long as you restrict yourself to light armor and light shields. This training does not extend to any other form of armor or shields, nor does this ability apply to spells gained from other spellcasting classes.

This benefit only applies to spells of a level equal to or lower than your fighter class level +1.

Resolute (Su): At any even-numbered level, a fighter can take this benefit instead of a bonus feat. As an immediate action, he can reduce his base attack bonus by one-half and gain a bonus on his Will save equal to the amount of the reduction. This effect lasts until the end of your next action.

Fighter Variant: Thug

The thug is a street fighter, a survivor who learns to mix brute force with a bit of craftiness. He has most of the fighter's strengths, along with some additional skills to help keep him alive on the mean streets. Despite the name, not all thugs are mere hooligans—many are crafty veterans who use their knowledge of the streets to gain an advantage against their opponents.

Class skills

Add the following skills to the fighter's class skill list: Deception, Knowledge (local), and Sleight of Hand. The thug gains skill points per level equal to 4 + Int modifier (and has this number x4 at 1st level).

Weapon and Armor Proficiency: Thugs are proficient with all simple and martial weapons and with light armor.

Sneak Attack: If a thugcan catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the thug's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the thug flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two thug levels thereafter. Should the thug score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. A thug can't strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, a thug can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual —4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. 

A thug can sneak attack only creatures with discernible anatomies—oozes and incorporeal creatures lack vital areas to attack. A thug cannot sneak attack while striking the limbs of a creature whose vitals are beyond reach.

Thug levels stack with rogue levels when determining sneak attack. For example, a 3rd level thug/1 level rogue has 2d6 sneak attack, just as a 4th level rogue would have.

These abilities replaces Weapon and Armor Proficiency and Bonus Feats.